General VR & MR Development
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Heya, My teammates and I have been encountering an error when uploading our builds. The utility keeps spamming that:"A network error occurred. The request will be retried." It seems to be working in spite of these messages, albeit quite slowly. I see there are older posts with similar issue, but were seemingly resolved. Is anyone else having this problem? Thanks!
Hello,I was receiving really low ratings for my game because i didnt realize for a long time that players weren't able to figure out how to get past the main menu to start actually playing the game. So they were just giving a lot of 1-star ratings and leaving, until one user let me know what was going on.So now that i fixed that problem, and i want to clear all those low ratings and start over.But all the old ratings are still on there from the old version, how can i reset the ratings and comments to remove all those 1-star ratings, so i can start over, especially on APP LAB where the games are still under development.There should be a way to reset the ratings if you release a new version, because those comments and ratings apply to the older version. Doesn't seem fair to judge a game based on old versions of it.Anybody knows how to reset the ratings and comments back to zero.Every star players give or not give is life or death to indie developers.Thanks
Hello.Our company makes Medical Devices with Quest 2 in South Korea.And MD needs to do an RF test and RF EMC Test.The testing agency requires testing reports for every Wi-fi module and Bluetooth module.The testing agency uses that data to make a bad point for the testing report.So, we need South Korea's RF test report and an RF EMC test report of the Wi-fi module and Bluetooth module. Can anyone know how to acquire those documents? If the dev can provide those documents, can you send those documents to lee5wang65@hucasystem.com?
Oculus Quest 2 Version: 47Unity Version: 2021.3Windows 10Hello,Yesterday, when I have put my headset on my head, I saw a little Disk Icon and a loading bar. Then, the device restarted. It seems like it was a force update. Since that happened, Unity doesnt recodnize my Quest 2 anymore (doesnt appear in the device list in the build settings). When I try to build and run, it says ''its not recodnize as an Adndroid Device).Before that update, I was seing it in Unity without any issues and was able to build. Im using windows 10 and it sees the device when I plug it in. Also, I went to check the developer options and it seems like my USB debuggins is still ON (Enable USB connection via a confirmation popop).Any hints what I should do next to fix this?Thanks alot,
When I use the adb to take a screenshot of the Quest Pro, I find that the screenshot is oblique. Is it right? and why?
I have a Unity project in version 2021.1.3.11f1, utilizing the Unity Asset store Oculus Integration version 44. I used the integration to enable SpaceWarp and the next step for my project was to import Meta avatars, but I ran into an issue that seems to be covered here previously. When bringing in the Meta Avatars SDK version 17.2, I get pre-compiled assembly errors. A previous post on the Meta forums had a solution which was to exclude the newtonsoft.Json.dll which came with the Avatar package, but this was with Oculus Integration v35 and seems to no longer work (https://forums.oculusvr.com/t5/Get-Help/Meta-Avatar-Error-Multiple-precompiled-assemblies/td-p/929944). When attempting to use this solution with all of the newest versions of Meta tech, I have to restart Unity in safe mode and get three errors: namespace 'OvrAvatarTrackingSkeleton' could not be found in two scripts, and 'OvrSpan<>' could not be found in a third. To my knowledge I am using the newest version of each sol
Hi I am new to development with the Meta Quest and was wondering if there is a way to retrieve joint angles for fingers when using hand tracking. I am using unity to develop and was wondering if this data is obtainable from the OVR Skeleton scripts.Thanks.
Hello uh can i have the developer mode?
Hi!Does anybody know if the assets from the Tuscany demo can be used for commercial purposes?These assets are parts of the OVR SDK, they can be found in the Unity Integration package 0.4.0, dating from 2014. The accompanying license states :You are Free to: Use, modify, and distribute the Oculus VR Rift SDK in source and binary form with your applications/software.Giving the possibility to redistribute SDKs is obvious to me. But what about the assets of the demos which come with these SDKs? Do they fallow the same redistribution conditions?Thank you in advance for your help!
I am building a VR installation that demands full body tracking. Currently it's built with Unreal Engine and uses Vive Trackers and an IK system for the MOCAP. However, I'm hoping to incorporate face and hand tracking from the Quest Pro, in combination with the full body tracking, for even more immersion. This raises a lot of technical issues and I was wondering if someone here could shed some light...1. Is it possible for Oculus runtime to access Vive trackers? Or is this strictly SteamVR? And if it is SteamVR, is it possible to have two runtimes communicating with each other or is this impossible?2. So if the Vive trackers are impossible... What full body solutions exist for Oculus runtime? Is it possible to use something like SlimeVR (I read that this was also SteamVR). Would a MOCAP suit, like Perception Neuron, work? Is there another solution I'm missing?In short... How the heck do you get a full body capture, including hand and face, on the Quest?
I'm having trouble inserting models into home. The error is not in the model, because I have already inserted it into home. It gives me the error "check the model for GLTF validation errors and try again later". I get the same error when inserting the template home. Does anyone know if there's a validation failure?
I have just recently purchased a new meta quest 2 256GB headset, and one of the things I wanted to do with it is to try my hand at developing software for it. But, I have a computer that is a bit older, although I feel it should be perfectly capable. I've done cad work on it with no problems. It is an HP 8300 Tower Computer, Quad Core i7 3770 upto 3.9GHz, 16GB Ram, 250GB SSD + 2TB HDD, 2GB GeForce GT710 4K Video Card. Been a little frustrated trying to get a development environment setup. No problems installing Unreal Engine 5, although it did complain a little about possible errors with my graphics card. It suggested that I update my driver, but the newer drivers do not support the GT710 card any more. Anyway, found out I need a link cable to hook up the headset to the PC, and I did go ahead and order one, even though the docs state that my card is not compatible. BUT, it also seems to infer that just because it's incompatible, it could still work? I guess I'll find out when I get it.
Can the VIVE Pro Eye collect image information from the eye
I got a review from Oculus reviewer saying i´m using a known IP, which i don´t.Is there any way to make the review process more friendly? why can´t we reach reviewers directly? as a developer i have to make and upload another version build just to write feedback on the "comments for the reviewer", which is ridiculous.Cheers,
Hey! I am facing an IAP Issue.When the tester try to test the Oculus IAP and complete the payment.They will receive the order record(with order id ) in the Oculus Order List at the https://secure.oculus.com/my/orders/And also receive an email from Oculus with the receipt number. But when I try to request the Servers to Servers API to get the Order ID and Receipt Number.The Order ID always = 0, and can’t get the receipt number.Needs Your Help! Big Thanks!
I'm trying to get a user to see if it exists using the end point'https://graph.oculus.com/{app-id}/federated_user/'With an access_token query parameter added to it and persistent_id query parameter added to it, with the app-id replaced with the federated app id, but I keep getting the following error:"message": "Tried accessing nonexisting field (federated_user) on node type (XApplication)","type": "OCApiException","code": 100,"fbtrace_id": "*****"Other requests work this way (create, delete, read multiple users) but not the single user one. It would be really handy to figure this out.SIDE NOTE:The docs for the federated user requests seem to be woefully innaccurate, I've had to guess how most of the access works based on other APIs. For example, it has tables for headers but the table item name have *spaces* in them, which you can't include in headers, so its a bit ridiculous.Also these forums are awful for forumatting, I apologise in advance.
I have made a couple of worlds and notice that something is wrong with the number of people who have visited my latest world.https://oculus.com/vr/4973891109378711/I have hosted a couple there with plenty of people there but "My Horizon Creations" states that the world has not had any visitors. I guess there are 3 possibilities1-The visitor count reset every time I make a change and republish the same world.2-visitors to the world during an event are not counted as visitors to the world.3-some people just don't count for some unknown reasonPlease help so I can understand such a simple matrix as "how many visitors your world has had"
In the submission dashboard it's not allowed to select hand-tracking only. One must check both touch-controller and hand-tracking. However in the project setting in Unreal Engine there's an option for Hand-tracking-only or Both. If memory serves, there should be some apps on Meta store (or App Lab) that are hand-tracking only? Or did the policy change recently?
I'm encountering an issue where objects seem to jitter / flicker when I move. It's kind of like double vision. Or you could describe it as blurry edges. After googling I discovered that this is called judder. It happens more noticeably when I have a heavier scene. But it does happen a bit in light scenes as well. I did not notice a correlation with the performance metrics I'm tracking (FPS, stale frames, GPU usage, CPU usage). I did not quite understand the previous discussion I read on the topic. I'm a novice VR developer. I'd appreciate some guidance on ways to identify the causes and mitigations for this issue. I'm developing for PCVR using the Oculus Quest 2 headset. (I posted this on other forums, I'll post back any solutions that I get)
Hello everyone.I work for an Architectural firm I have created a couple of VR app to showcase projects with our clients, nothing too fancy nothing to sale, just show and tell internally, and placed on the oculus store for easy distribution between our offices. These app are private and I kept them as Alpha only.I created this VR app when Oculus was Oculus, and since then I haven't used the developer account, now I need to create a new app and I am totally lost with the 'meta' website, I logged in with my email and password, then I answer a few questions, and now it shows my apps but I can't edit them, or create new ones?I have researched for a couple of days but the online help doesn't show anything related to this issue.Your help is appreciated.I need to know where is the developer page where you can update your apps and where you can create new ones or delete the old ones.Thank you.
In an office with both MAC and PC. ODH installs APK fine on PC but fails on MAC. Any ideas why this is happening?APK and version of ODH are identical.Thanks
Hello community, I have a question regarding Bluetooth connection to the Quest 2 headset. I'm trying to connect some devices with Bluetooth receivers to the Quest 2 Headset. The results have been somewhat inconsistent. When paired properly, it should show up as connected with an input device toggled on in when you select the device in the Bluetooth Devices page. But other times, the Input Device toggle doesn't show up after pairing the device to the headset, which renders the device unusable. We've done a few troubleshooting options to make our BT devices pair, methods including:- Resetting Experimental Features- Clearing Meta Quest App cache and data- Toggling an Experimental feature then pairing- worst-case scenario, a whole factory reset of the headset. This has been a frequent issue in multiple different headsets I've used. So I was wondering if anyone else had any issues pairing Bluetooth devices before. Thank you in ad
It feels more like a touch sensor than an actual button. All the time, I grab the headset to adjust it and the slightest touch stops my game and takes me to a different screen of options. Most humans have the ability to press harder for an actual button so make it a button. I've never seen anything so sensitive.
Unity 2020.3, iOS build.Oculus Integration 46,XCode 14.iPhone 16.1I am trying to build a cross-platform app. The iOS build includes the Oculus library even though I don't use Oculus functions. In the iOS build, the MapFileParser.sh misses +x attribute. XCode build fails with the error "Command PhaseScriptExecution failed with a nonzero exit code".the fix is "chmod +x MapFileParser.sh", but I think it's a bug within the Oculus Integration Assets.
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